Created
August 28, 2014 14:24
-
-
Save poemdexter/ffa5f397b7a8b3c882bf to your computer and use it in GitHub Desktop.
Make a sweet mesh dawg. Triangles don't share verts.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using UnityEngine; | |
using System.Collections; | |
public class CreateWorldMesh : MonoBehaviour | |
{ | |
public int dimension; | |
public void Start() | |
{ | |
MeshFilter meshFilter = GetComponent<MeshFilter>(); | |
if (meshFilter == null) | |
{ | |
Debug.LogError("MeshFilter not found!"); | |
return; | |
} | |
// create square set of points | |
Vector3[] points = new Vector3[(int) Math.Pow(dimension + 1, 2)]; | |
//Debug.Log("points length" + points.Length); | |
// fill set with points | |
int j = 0; | |
for (int x = 0; x <= dimension; x++) | |
{ | |
for (int z = 0; z <= dimension; z++) | |
{ | |
Debug.Log(j); | |
points[j] = new Vector3(x, 0, z); | |
j++; | |
} | |
} | |
// clear the mesh | |
Mesh mesh = new Mesh(); | |
// create set of verts | |
Vector3[] verts = new Vector3[6 * (int) Math.Pow(dimension, 2)]; | |
//Debug.Log("verts length" + verts.Length); | |
// fill set with verts from points | |
int k = 0; | |
for (int x = 0; x < dimension; x++) | |
{ | |
for (int z = 0; z < dimension; z++) | |
{ | |
// top triangle of quad | |
//Debug.Log(k + " " + (z + ((x * dimension) + x) + 0)); | |
verts[k] = points[z + ((x * dimension) + x) + 0]; | |
k++; | |
//Debug.Log(k + " " + (z + ((x * dimension) + x) + 1)); | |
verts[k] = points[z + ((x * dimension) + x) + 1]; | |
k++; | |
//Debug.Log(k + " " + (z + ((x * dimension) + x) + dimension + 2)); | |
verts[k] = points[z + ((x * dimension) + x) + dimension + 2]; | |
k++; | |
// bottom triangle of quad | |
//Debug.Log(k + " " + (z + ((x * dimension) + x) + 0)); | |
verts[k] = points[z + ((x * dimension) + x) + 0]; | |
k++; | |
//Debug.Log(k + " " + (z + ((x * dimension) + x) + dimension + 2)); | |
verts[k] = points[z + ((x * dimension) + x) + dimension + 2]; | |
k++; | |
//Debug.Log(k + " " + (z + ((x * dimension) + x) + dimension + 1)); | |
verts[k] = points[z + ((x * dimension) + x) + dimension + 1]; | |
k++; | |
} | |
} | |
// create set of triangles | |
int[] tris = new int[6 * (int) Math.Pow(dimension, 2)]; | |
for (int i = 0; i < tris.Length; i++) | |
{ | |
tris[i] = i; | |
} | |
// assign everything to mesh | |
mesh.vertices = verts; | |
mesh.triangles = tris; | |
mesh.RecalculateNormals(); | |
mesh.RecalculateBounds(); | |
mesh.Optimize(); | |
meshFilter.mesh = mesh; | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment